| 
				  drekon ->   RE: NPC Intelligence   (12/11/2012 12:19:30)
			   | 
			 
	        
			   
		          
				    Those two logical arguments are already part of the NPC AI, but the second is only activated on the first turn. That's why I always wait for the second turn to debuff NPCs. A simple tweak to that particular logic would be to extend it to all rounds of the battle. However, make it so that the NPC has a % chance to activate a counter. This could give the staff the ability to add a difficulty selection setting. On "high/hard" difficulty, an NPC might have a 80-100% chance of countering a debuff. On "low/easy" difficulty, an NPC might have 25-50% chance of countering. From a developmental standpoint, this may be easier to achieve, with less code, than making individual arguments for each possible logical outcome.      Personally, I would love to see new NPCs that are capable of mimicking a player's gear, stats, and build, and using it against them in battle. However, the NPC would always go first to make it a bit of a challenge. There would have to be some seriously well thought out logic behind it though because it's a very dynamic concept.      An improved AI is something I thoroughly support.  
				  
	           | 
	         
	         
	           
			  	   | 
	         
		   
		 | 
	   
	 	  
	 |